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    posted a message on Open two maps at once?
    Hey everyone, is there some tool that permits us to open two maps at once? For example to compare the different triggers or the edit in the Data. Would be awesome if you knew of such a tool. Thanks, Lennywing /btw. do we need to buy sc2 to get the GE when it's released?
    Posted in: Third Party Tools
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    posted a message on Help: Doodad Model 3D Rotations/Modifications
    @Mokse: I have the same problem and was looking for a solution, too, but I wasn't able to find anything. If someone knows how to do that I'm curious for it to hear.
    Posted in: Artist Tavern
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    posted a message on 1st custom map
    Here's a update. Hope you like it. I was actually just messing around with the editor but I somehow like the result. I guess the map is going to change a lot before I might even think about publishing it. I didn't change a lot of the textures right now, so please don't mind the loveless water. :D 1. Picture: Entry in form of a teleport to get to picture 3. (All the teleports on my map are done, btw.) 2. Picture: Directly behind the object of the 1st picture. 3. Picture: Here's going to be the shop and stuff like that. (You can see the teleports back to certain places of the map) 4. Picture: "Overview" I changed the map like this because I had the thought that there is pretty much everything except some man-made stuff like a base or some cables/pipes and things like that.
    Posted in: Project Workplace
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    posted a message on 1st custom map
    Hey, thanks for your nice feedback. That really motivates me. I know that it doesn't look like real "terrain art" and I can also tell you that it will never do. On the one hand because when I put too much stuff in there the creeps won't be able to walk trough it without bugging around and on the other hand I have to pay attention that the player will actually be able to see all the units to keep the overview. (Well, my inexperience plays of course a role, too) ;) I'll keep you up with the progress. Lennywing
    Posted in: Project Workplace
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    posted a message on Some Terrain
    @longarmz: Pretty nice job you did there! Except maybe the 2nd picture to my mind you should change the light a little bit but thats just my point of view. Keep it up, you're talented.
    Posted in: Terrain
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    posted a message on Attack ground ability only using Data Editor?
    @Timthetoolman: Did you think about the possibility that you just might not see the attack? For there might be some problem with the effect/model?
    Posted in: Miscellaneous Development
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    posted a message on 1st custom map
    @vjeux: Aw, of course, forgot about it. Just give me a few minutes. ;) Bird perspective. One of the ways the creeps are taking. That's their 2nd way. Here both of the ways are coming together. That's their aim. If they kill the Templer (you can upgrade him later, he is the last defender in case you fail) and destroy the building you've lost. The units in the background are just for testing purposes. The beacons are warps to give the player a chance to move quickly over the map.
    Posted in: Project Workplace
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    posted a message on How to design mountains, rivers, and so forth
    @Mozared: Nice idea you got there with that sunken mine entrance. Maybe 1 or 2 too much sandbags in the background (next to the destroyed battleship.) btw. you've got a pretty nice style to write, you made me want to terrain so bad. :D
    Posted in: Terrain
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    posted a message on 1st custom map
    Hey everyone, I'm working on my first custom map since a few days and I wanted to know what you think about it and if you think that it's worth to continue. As you can see huge parts of the terrain are note done yet and I was trying out some stuff so don't take it too serious. I added a few triggers for testing purpose. You might comparable it to a TD map but there are (going to be) a lot of differences. I'll add some hero system and, well, I actually do not really know what exactly it's going to be. Hope you like this first draft. Any feedback, suggestions or ideas are more than welcome.
    Posted in: Project Workplace
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    posted a message on Teleport problem

    @threeleven: Go

    I used this buff trick and it worked well, thanks. =)

    Unfortunately another problem came up -> everytime I send a unit in my teleporter (A) it spawns, as it is supposed to be, at teleporter (B). The problem is that he immediately starts walking back to teleporter (A) since his actual target wasn't really teleporter (A) but some point i clicked behind it -> to make it walk through the region.

    How can I make the unit stand still after getting ported or how can I remove every existing order?

    /e: Ha, problem solved, was too easy to think about it. =) Solution:

    Action - - Order (Triggering unit) to (Stop) (Replace Existing Order)

    Posted in: Miscellaneous Development
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    posted a message on Doodads/units change color/rotation
    hey everyone, i have two small problems. 1. I placed some Temple Column Walls and made sure they were all brown (since that fits better to the surroundings) but everytime I load up the map a few of these doodads changed their color? 2. I created a few units (tanks) and modified their rotation to make them look in a certain direction but when I start the game, they keep changing the direction. Well actually not really the direction since the setup remains the same but they just take a 90° turn or something like that. Thanks, Lenny
    Posted in: Artist Tavern
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    posted a message on Teleport problem

    @threeleven: Go

    That's a good idea, thanks, but how do I actually do that? I'm not really familiar with the Data yet.

    Posted in: Miscellaneous Development
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    posted a message on Teleport problem

    hey everyone,

    I'm having a small issue concerning my teleport trigger. Ok, actually it's not directly the trigger since it's working fine but anyways, here's the problem:

    I created this trigger:

    Events - - Unit - Unit Enters (Region A)

    Actions - - Unit - Move (Triggering unit) instantly to (Region B) (No Blend)

    now the problem is that i created the same trigger the other way round. Because of that the unit is "trapped" in the teleport and keeps being ported from A to B and back to A. How can I set up the trigger that the unit first has to leave the region before it can step in again and be ported back. I could of course create another teleport for the way back but that doesn't fit in my map.

    And the 2nd questions is: Can I add an effect that it looks like a protoss warp or something when the unit is getting ported?

    Thanks, Lennywing

    Posted in: Miscellaneous Development
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    posted a message on Terrain Artist! [Picture Heavy]

    Hey everyone,

    it's my first map so please be a little bit patient. =) (1 day of work for this map)

    and btw. it's not finish yet

    Posted in: Terrain
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    posted a message on "general" trigger

    Thanks so much. :D

    Posted in: Miscellaneous Development
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